Accept ADR-0018 option 2: adopt the Quaternius 62-joint rig at runtime
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@@ -82,15 +82,14 @@ baseline sheet.
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ADR) indicated; do not rebuild on the warped base.**
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- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
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MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
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**Blocked** on the ADR-0018 decision (option 1 vs 2 rest positions / rig); the arm-down
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rest pose is already baked and verified, but Idle/Walk/seated verification needs the
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chosen rest positions first.
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(Direction set: ADR-0018 option 2 — 62-joint runtime. The mesh stays at source LOD;
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arm-down rest pose already baked. Idle/Walk play directly on the 62-joint rig.)
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- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
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combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
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**Blocked** on ADR-0018 (retarget target changes with option 1 vs 2).
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(Direction set: no retarget needed — the clips are authored for the 62-joint rig; only
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verify looping/foot contact in Godot.)
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- [ ] Map the five slots, unwrap per slot, bake 256² AO/albedo/normal/ORM maps and check
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texel density before any roster build.
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**Blocked** on ADR-0018 (the mesh is not finalised until the rest positions/rig are chosen).
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### 3. Silhouette gate
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